Search results for " Games"

showing 10 items of 334 documents

Analytic solution for a class of discrete-time Riccati equations arising in Nash games

1990

Discrete mathematicsClass (set theory)Discrete time and continuous timeApplied MathematicsRiccati equationApplied mathematicsLinear-quadratic regulatorAnalytic solutionAlgebraic Riccati equationMathematicsNash gamesApplied Mathematics Letters
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On the best Lipschitz extension problem for a discrete distance and the discrete ∞-Laplacian

2012

Abstract This paper concerns the best Lipschitz extension problem for a discrete distance that counts the number of steps. We relate this absolutely minimizing Lipschitz extension with a discrete ∞-Laplacian problem, which arises as the dynamic programming formula for the value function of some e -tug-of-war games. As in the classical case, we obtain the absolutely minimizing Lipschitz extension of a datum f by taking the limit as p → ∞ in a nonlocal p -Laplacian problem.

Discrete mathematicsMathematics(all)General MathematicsApplied MathematicsMathematics::Analysis of PDEsTug-of-war gamesExtension (predicate logic)Lipschitz continuityDynamic programmingLipschitz domainBellman equationInfinity LaplacianNonlocal p-Laplacian problemLimit (mathematics)Lipschitz extensionLaplacian matrixLaplace operatorMathematicsJournal de Mathématiques Pures et Appliquées
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Internet Gaming Disorder profiles and their associations with social engagement behaviours.

2021

Abstract Internet Gaming Disorder (IGD), describes the abuse of Internet games with detrimental impact to the real-life social engagement of some gamers. Indeed, evidence suggests that gamers differ on the severity and way in which they express IGD symptoms, as well as their social engagement behaviours. The present study aimed to: a) profile gamers regarding their experience of IGD symptoms and; b) examine how different IGD profiles varied on social engagement behaviours. Methods: A sample consisting of 1032 gamers (18–72 years, Mage = 24) was assessed with the Internet Gaming Disorder Scale 9 Items Short Form (IGDS9-SF) and social engagement questions regarding their participation in empl…

Divorced parentschemical and pharmacologic phenomenaImmunoglobulin DRisk profileDevelopmental psychology03 medical and health sciences0302 clinical medicinestomatognathic systemimmune system diseaseshemic and lymphatic diseasesLIVING STATUSHumansBiological PsychiatryInternetbiologybusiness.industryhemic and immune systemsSocial engagementSocial Participation030227 psychiatryBehavior AddictivePsychiatry and Mental healthVideo GamesScale (social sciences)biology.proteinNormativeEducational StatusThe InternetbusinessPsychology030217 neurology & neurosurgeryInternet Addiction DisorderJournal of psychiatric research
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Normanowie, wikingowie a ich przedstawienia w świecie gier komputerowych (na wybranych przykładach)

2018

Pomimo ogromnego postępu w badaniach skandynawskich i normańskich, istnieje jeszcze pole we współczesnej popkulturze, które powiela pewne stare stereotypy. To rynek gier komputero-wych, który kwitnie od ponad czterdziestu lat. Dlatego w artykule przedstawiono to zjawisko chronologicznie – na wybranych przykładach od lat 80. do chwili obecnej. Uczyniono to na pod-stawie tytułów na komputery C, najczęściej strategii i gier R G (Role laying Games), ponieważ ta platforma jest jedną z najstarszych i pomimo szybkiego rozwoju konsol, wciąż im nie uległa. Niestety, nie istnieje literatury naukowa poświęcona wikingom i Normanom w grach wideo, więc do pewnego stopnia badania są pionierskie. Podczas g…

DuńczycywikingowieNorwegiansNorwegowiecomputer gamesNormansNormanowiegry komputeroweVikingsDanesIrydion : literatura, teatr, kultura
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Multiproduct trading with a common agent under complete information: Existence and characterization of Nash equilibrium

2014

This paper focuses on oligopolistic markets in which indivisible goods are sold by multiproduct firms to a continuum of homogeneous buyers, with measure normalized to one, who have preferences over bundles of products. Our analysis contributes to the literature on private, delegated agency games with complete information, extending the insights by Chiesa and Denicolò (2009) to multiproduct markets with indivisibilities and where the agent's preferences need not be monotone. By analyzing a kind of extended contract schedules -mixed bundling prices- that discriminate on exclusivity, the paper shows that efficient equilibria always exist in such settings. There may also exist inefficient equil…

Economics and EconometricsSequential equilibriumjel:D4105 social sciencesjel:C72Trembling hand perfect equilibriumSymmetric equilibrium050301 educationjel:D21jel:D43Multiproduct Price Competition Delegated Agency Games Mixed Bundling Prices Subgame Perfect Nash Equilibrium Strong EquilibriumSubgame perfect equilibriumMicroeconomicssymbols.namesakeSubgameNash equilibriumEquilibrium selection0502 economics and businessjel:L13symbolsEconomicsEpsilon-equilibrium0503 educationMathematical economics050205 econometrics
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Dynamic Models of International Environmental Agreements: A Differential Game Approach

2012

This article provides a survey of dynamic models of international environmental agreements (IEAs). The focus is on environmental problems that are caused by a stock pollutant as are the cases of the acid rain and climate change. For this reason, the survey only reviews the literature that utilizes dynamic state-space games to analyze the formation of international agreements to control pollution. The survey considers both the cooperative approach and the noncooperative approach. In the case of the latter, the survey distinguishes between the models that assume binding agreements and those that assume the contrary. An evaluation of the state of the art is presented in the conclusions along w…

Economics and Econometricsjel:D62Control (management)jel:C73Climate changejel:H41Management Monitoring Policy and LawPublic goodEnvironmental economicsMicroeconomicsjel:Q50Dynamic modelsAccountingDifferential gameEconomicsFinanceExternalityExternalities; public goods; pollution; international environmental agreements; state-space dynamic games; differential games; cooperative and noncooperative games; trigger strategies
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A Web Application for Interactive Visualization of European Basketball Data

2020

The statistical analysis of basketball games is a fast-growing field. Certainly, basketball data are scientifically relevant because an appropriate analysis provides a great deal of information about the performance of both players and teams. The number of games played each season generates a large amount of data worth analyzing. Basketball analytics is well established in U.S. leagues. In Europe, however, it has not been duly developed. This study focuses on the top three European team competitions: the EuroLeague, the EuroCup, and the Spanish ACB (Association of Basketball Clubs, acronym in Spanish) league. Their official websites provide access to game data for anyone who is interested, …

Electronic Data ProcessingModels StatisticalInformation Systems and ManagementBasketballbusiness.industryComputer scienceBasketballAthletic PerformanceWeb BrowserOnline SystemsData scienceField (computer science)Computer Science ApplicationsEuropeUser-Computer InterfaceHumansWeb applicationStatistical analysisBasketball gamesbusinessInteractive visualizationSoftwareBig data miningInformation SystemsBig Data
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El tiempo de uso de los videojuegos en el rendimiento académico de los adolescentes

2020

El uso de los videojuegos entre los jóvenes ha generado una gran preocupación por sus posibles efectos negativos para su salud, socialización y rendimiento académico. Respecto a este último aspecto, existen estudios que apuntan a que los videojuegos son negativos para el rendimiento académico mientras que en otras investigaciones se encuentran efectos positivos. Por esto, el presente trabajo se ocupa de las relaciones entre el tiempo de uso de videojuegos y el rendimiento académico de los escolares adolescentes de la Comunidad Valenciana. Se utilizó un cuestionario ad hoc, validado a través de juicio de expertos (0,8 validez y confiabilidad) para realizar este estudio transversal ex post fa…

EncuestaCultural StudiesApplied psychologyRendimiento académicoValidity050801 communication & media studiesSecondary educationAcademic achievementAcademic performanceAdolescentsAffect (psychology)ValencianEducationVideo gamesVideojuegos0508 media and communicationsGamersOcio tecnológicoVideojugadoresSurveyAdolescentesVideo gameEsportsEducación secundariaTICStudent populationDigital leisurePoint (typography)Communication05 social sciencesSocialization050301 educationlanguage.human_languageICTlanguagePsychology0503 educationJocs per ordinadorComunicar
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HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

2015

This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …

EngineeringProcess (engineering)media_common.quotation_subjectPhysical activityIncreased physical activityphysical activityentertainment; physical activity; video games; children; playgrounds; ubiquitous02 engineering and technologycomputer.software_genrelcsh:Chemical technologyBiochemistryArticleAnalytical ChemistryEntertainmentWearable Electronic DevicesNonverbal communicationentertainmentchildren0202 electrical engineering electronic engineering information engineeringHumansLearning0501 psychology and cognitive sciencesNarrativelcsh:TP1-1185Electrical and Electronic EngineeringExerciseInstrumentation050107 human factorsmedia_commonTeamworkSchoolsMultimediabusiness.industryCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTING020207 software engineeringvideo gamesCreativityMobile ApplicationsAtomic and Molecular Physics and OpticsubiquitousplaygroundsbusinesscomputerSensors; Volume 16; Issue 4; Pages: 586
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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